Summons an icy shield that protects against physical and fire damage. It drains your mana while active and at a faster rate while you are moving. When you have no mana left, the skill turns off. While active, it leaves a trail of ground ice which lasts for a short duration.
After a short preparation time, you attack repeatedly with a ranged weapon. These attacks have a small randomised spread. Only works with Bows and Wands.
Throws a trap that damages and immobilises a single enemy.
Centuries ago, ravaging bands of Marauders swept across Oriath, and nearly toppled the monarchy in the capital. Before they met the order's Templars on the battlefield, they chewed the sacred root, and entered the 'Blood Rage'. Under the influence of the Rage, the Marauders knew no fear or pain, and every blow they struck on their enemies rejuvenated their depleted life. The root also drove the Marauders half-crazy with blood lust, causing them to attack with blinding speed as long as there was flesh nearby to hack. The only consequence of the Blood Rage state was a gradual loss of the Marauder's blood, but the magical invigoration from attacking was usually enough to compensate.
Adds a buff that deals Physical Damage over time, while increasing Attack Speed and Life Leech. Killing an enemy while this buff is active refreshes the buff duration, and can grant a Frenzy Charge.
Fires an arrow that deals fire damage to its target and has an increased chance of igniting it.
Borrowing a bit of toxic chemistry from the secretive Oriath Necromancers guild, a skilled archer infuses their arrowhead with a wicked venom. Once enchanted, the arrow will explode violently when it impacts a target, showering both foes and the surrounding area with a cloud of choking death. Anything living caught in the cloud will suffocate quickly, suffering heavy chaos damage until they move far away.
Fires an arrow which deals additional chaos damage to enemies it hits, and creates a caustic cloud. Enemies in the cloud take chaos damage over time.
Damage enemies around you, then perform a spinning series of attacks as you travel to a target location.
Desecrates the ground, summoning corpses and dealing chaos damage to all enemies in the area.
To a skilled practitioner of the occult, the corpses of slain foes are a tool to bend to their dark purpose. While most seek to animate the very souls of fallen enemies, a crafty handful have discovered an even more potent use. Infusing the enzymes and acids of the target's body with magical energy, the caster creates a volatile mixture that detonates violently when a final word is spoken. The explosion blasts outwards in every direction, showering nearby enemies with flame and toxic liquid. At higher levels of skill, the detonation will damage and stun foes in a wide area.
Explodes an unused corpse, dealing fire damage to nearby enemies.
Originally perfected by the renowned Duelist Fammal during his reign in the arenas of Oriath, the deadly Double Strike brings fame and renown to those who master it. A Double Strike performs two regular melee attacks in the blink of an eye, dealing twice as much damage in a single span of time. Foes caught unawares will find themselves cut to ribbons or stunned into submission beneath a flurry of blows.
Performs two fast attacks on target enemy with your main hand melee weapon.
Double Strike was not the only attack Fammal mastered during his years in the arenas. He also perfected the technique of the Dual Strike, and used it to decimate countless opponents. Those who follow in his footsteps seek to duplicate the art, and at high levels of skill, a few manage. Dual Strike lashes out at a single target with tremendous force, slicing or smashing it with both weapons simultaneously. When executed by a master swordsman, just one Dual Strike is often enough to end the battle.
Attacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands.
Cold steel tends to solve most problems, but sometimes it's not quite enough. With Elemental Hit, a player infuses their weapon with the heat of a furnace, the electricity of a Summer tempest, or the icy chill of the Winter night. The specific element is randomly chosen, but the result is the same: tons of extra damage dealt, often killing the target with a single blow.
A standard attack (with any weapon) that adds damage of a random element.
Fires an arc of knives in front of the caster which deals physical damage.
Though the Rangers of Oriath wield mighty long bows, they occasionally meet enemies that are too tough for mere arrows alone. Facing such a threat, trained archers have developed mastery of the dreaded Explosive Arrow. When the missile strikes, it bores deep into its target, releasing a volatile, deadly magical poison.
This poison quickly boils the blood surrounding the embedded arrowhead, and within a few moments, a gout of fire erupts from the wound. This caustic spray will damage any adjacent foes. Some skilled marksmen have even developed the ability to fire multiple Explosive Arrows into the same point on a target's body. Doing this not only extends the time before the blood detonation, but it massively increases the violence of the blast.
Fires an arrow which acts as a short duration fuse. Applying additional arrows to an enemy extends the duration. When the target dies or the fuses expire, the arrows explode, dealing fire AoE damage to nearby enemies. The AoE radius is proportional to the number of arrows upon death.
Throws a trap that explodes when triggered, dealing fire damage to surrounding enemies and leaving an area of burning ground that damages enemies who walk through it.
They should have known the rule: never corner a Duelist. He was surrounded by four hulking brutes, each one uglier than the one before. They had come for the fine mail tunic he wore, but he had given them nothing but insults and injury. As the Duelist fought, his speed grew more frenetic, until he was a blur of whirling steel. After a time though, superior numbers took their toll, and the attackers began to find openings. With blood oozing from a dozen wounds, the Duelist gathered himself for one final assault. He waited until just the right moment, right as his foes rushed in for the kill.
There was a flash, and in the blink of an eye, he suddenly appeared behind the first assailant, plunging his sword to the hilt in the exposed neck. Then he was beheading the second in one quick swipe. Then the third fell with a shriek, his bowels spilling onto the cobblestones. The fourth turned to run, and found himself facing the Duelist, who met his momentum with a stab through the heart. Spent, panting on the ground, the victor wiped his blade clean, and recorded four more kills with Flicker Strike.
Teleports the character to a nearby monster and attacks it with a melee weapon. If no specific monster is chosen, one is picked at random. The cooldown can be bypassed by expending a Frenzy Charge.
Lays a remote mine that you can detonate to freeze all enemies in the area.
The bread and butter of any effective combat skill set, Frenzy is used by many and feared by all. With Frenzy active, every successful attack dealt accelerates the next attack, transforming the player into an offensive dervish. Once the Frenzy is at full intensity, it can be maintained indefinitely as long as the player strikes a new target in time. Several skills consume Frenzy charges when they are activated, enabling new ways to decimate foes.
Performs an attack that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.
Casts an aura that grants evasion to you and your allies.
Casts an aura that increases the movement speed, attack speed and cast speed of you and your allies.
Casts an aura that increases the cold damage of you and your allies.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target. Creates a patch of ground ice under the target.
Fires a charged arrow at the target, causing them to be struck by a bolt of lightning which damages nearby enemies.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out behind your target to hit farther-away enemies. The projectiles cannot miss if the melee attack hit its target.
This wicked curse alters the very flesh of those afflicted, turning their armour and hide to mere paper. Any projectiles striking a cursed target have a high chance of piercing it, boring straight through to hit additional enemies standing behind. Foes under the Projectile Weakness curse will find themselves frustrated trying to reach the archer, since every volley has a good chance of causing a knockback. A Ranger trained in the curse of Projectile Weakness will be counted amongst the most feared combatants on the battlefield.
Curses all targets in an area, making them easier to pierce and to knock back, and increasing the damage they take from projectiles.
Punctures the target, causing a bleeding debuff. While bleeding, they take damage over time based on how much damage was dealt in the initial hit. The bleeding deals more damage while they move. Puncture works with bows, daggers, claws or swords.
Rain of Arrows
Before they're given their first Long Bow, aspiring archers on Oriath are taught the art of the Arrow Rain. When the student is ready to be tested, he is taken out to the marshes, and commanded to fire a salvo at a flock of geese. The aspirant must bring down at least a dozen birds with one barrage, or it's back for another year of training and discipline.
Naturally, the Rain of Arrows technique is often used to devastating effect on the field of battle. A skilled archer fires a single enchanted missile aloft, and when it descends, it multiplies to carpet an entire area in a lethal shower. Be wary if you ever behold an enemy archer pointing their bow skyward.
Fires a large number of arrows into the air, to land at the target after a short delay.
Attacks a small area in front of you. Each Reave that hits an enemy increases the area of effect. The area is reset after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.
Places a mine that will teleport you to it when detonated. It covers both your escape and arrival with a cloud of smoke that blinds enemies, and gives you a temporary buff to movement speed.
The Ranger paused. She was surrounded. The enemy from the front was merely a diversion, the real threats now flanked her from the left and right. They closed silently in the shadows, believing themselves unseen. Seconds ticked slowly by as she waited, wanting them to be complacent, wanting them to believe her vulnerable. As they drew nearer, her bowstring hand slid gently back, the arrow cocked and waiting. Then, in a blur, her weapon came up, the missile rocketing forth, a streak of hissing death. There was a brief pause, and then if by magic, all three foes fell as one, apparently struck by copies of the same arrow. Lowering her bow, the Ranger smirked, and silently thanked her teacher for the hours spent mastering Split Arrow.
Fires multiple arrows at different targets.
This useful curse warps a small area of space and actually causes time to pass slower within its confines. Any beings who pass through the affected zone will become snared in the warp, slowing their actions to a crawl.
Curses all targets in an area, Slowing them, and making effects on them expire more slowly.
The thieves guilds of Oriath teach a wicked skill to all initiates - the feared Viper Strike. Employing the skill, a claw, dagger or sword user coats their weapon with deadly venom, a concoction so virulent it permanently marks any weapon it contacts. Once the toxin is applied, the weapon will poison any it strikes, burning deep into their veins, causing wracking, crippling pain. Additional hits will increase the concentration of the toxin, stacking it up to lethal levels quickly. Few have survived an assault of Viper Strike and those who have never forget the agony.
Hits the enemy, adding some of your physical damage as chaos damage and applying poison. Requires a claw, dagger or sword.
Dive through enemies, dealing weapon damage. Only works with daggers, claws and one handed swords.